Thoughts on a Superteam
-85% Defense and -50% Resistance from 2 Sleets
approximately -50% Resistance and -100% Endurance Recovery from 2 Heat Losses |
And a million times this.
It sounds like an epic idea to me, i would say you should consider a empathy or thermal, if you are going to be fighting AV's with just the 4-5 of you, you are going to need some healing even with the rad debuffs/cold buffs. But good luck with your team, sounds like alot of fun.
P.S. i don't care what you call earth.stone.rock.that stuff that comes out of the ground and is brown.
Sounds like a great idea, but I can tell you from lots of experience running with superteams that you are setting it up to be extremely difficult to do. More than 1 or 2 builds in a team and it gets really tough to get everyone together to play. Too much diversity and you set the entire team up to really suffer when one build is missing. Good luck - if I had time to play enough to contribute, I'd try to join in.
RagManX
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A bunch of 50s and too many alts...
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It sounds like an epic idea to me, i would say you should consider a empathy or thermal, if you are going to be fighting AV's with just the 4-5 of you, you are going to need some healing even with the rad debuffs/cold buffs. But good luck with your team, sounds like alot of fun.
P.S. i don't care what you call earth.stone.rock.that stuff that comes out of the ground and is brown. |
We will have one Thermal. EARTH CONTROL/Thermal ;p
The few people in my SG are all RL Friends,one is my wife ;p ,and last night 2 of them was saying they want to make Illusion/Cold when I16 comes out. So we started talking about the 3 of us making new toons for I16,and I'm positive that 2 more people(another married couple) will want to join in and make new controllers also.
So getting everyone on the same page with strategies and what not will be easy.All we have to do is figure out which sets would be the most effective and plug any holes.
We were going to do this a while back with MMs. We planned on having 7 Thugs MMs ,but 3 of their computers wouldn't be able to handle that many Gang Wars at one time...lol.
I still wannabe on a team of all MMs...even if they're not all Thugs.
A bunch of 50s and too many alts...
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I have run on several "super teams" and many All controller teams. There are a few things that need to be kept in mind:
The absolute easiest "super team" is a team of Fire/Rads. Easy and amazingly fast. Next is a team of Ill/Rads.
On any controller super team, you will have plenty of control (other than maybe of a team of low level Grav controllers). What you really need is damage, especially AoE damage. And your biggest problem will be powers that conflict. Illusionists are the easiest, because they don't have many powers that conflict with others. Earth and Ice are the hardest because they have knockdown fields . . . which are made worthless by AoE Immobilize.
Your proposed team has 4 Illusionists. That is great, and the secondary doesn't matter that much as long as they learn to stagger their use of Phantom Army so that at least one set is always available. Rad and Kin both have Recharge buffs to make Perma-PA easier.
Two Earth Controllers. I (obviously) love Earth control, but two on the same team can be problems unless they coordinate. If the two are in constant communications, then they can coordinate use of Stalagmites to stun bosses, and avoid using Stone Cages at the same time that the other one is using Earthquake. But without that coordination, you either have to give up using Earthquake or Stone Cages -- two great powers. And Earth controllers add very little damage. Any Earth or Ice controller who has been on a PUG with another controller who spams his/her AoE immobilize knows exactly what I am talkin' about. Fire/Kins are infamous for spamming Fire Cages.
Earth Controllers are great as the only controller on a team of damage dealers, especially Blasters. But they are not ideal on a team of controllers. Same with Ice.
I would suggest the second person maybe try another Illusion, or Fire (if you can coordinate Flashfire and Fire Cages) for AoE damage or Plant (again, coordinate use of Roots -- but Roots does so much damage that you would probably want to put Earthquake on the shelf most of the time). Mind could work, too, since it does not have an AoE immobilize.
Consider having two or more PLANT controllers. Stacking Seeds of Confusion is awesome, and the AoE damage from Roots really adds up.
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Hmmm....
I rolled my Earth/Thermal tonight and starting leveling her. Earth feels...powerful.Perhaps not much damage,but it just seems like it has real strong holds/control. I kinda wanted to go Earth because I've never gotten one past level 6 (until today).
I didn't wanna go Fire/Rad because I already have one,and I have a Fire/Kin. I also have an Illusion/Storm,so I didn't wanna go with it. Gravity and Mind seemed kinda so so. I seriously thought about making a Plant troller,but I thought I'd give Earth the first shot.
A bunch of 50s and too many alts...
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Earth and Ice are the hardest because they have knockdown fields . . . which are made worthless by AoE Immobilize.
Two Earth Controllers. I (obviously) love Earth control, but two on the same team can be problems unless they coordinate. If the two are in constant communications, then they can coordinate use of Stalagmites to stun bosses, and avoid using Stone Cages at the same time that the other one is using Earthquake. But without that coordination, you either have to give up using Earthquake or Stone Cages -- two great powers. And Earth controllers add very little damage. Any Earth or Ice controller who has been on a PUG with another controller who spams his/her AoE immobilize knows exactly what I am talkin' about. Fire/Kins are infamous for spamming Fire Cages. |
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This is untrue. Earthquake doesn't suddenly and magically become worthless when stone cages is used. You still see benefit from it's [10%] -tohit and [10%] -defense and I have seen stone caged baddies still get knocked down before (might have been multiple KBs being used, not sure but I've seen it). The main benefit from earthquake to me isn't the KB anyway, it's that lovely -tohit it puts out, and in the event of multiple earth trollers you'd want stone cages anyway as using more than one earthquake might KB stuff out of the earthquake area. Why bother with coordinating things when not doing so can net you 20% -tohit? Makes hitting the softcap for defense that much easier.
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The occasional knockdown you see is because Stone Cages have only 12 Seconds of - Knockback. After the 12 seconds, foes caught in Cages can fall down in the cage. But if Stone Cages is re-appled, then the -Knockback will happen again for 12 Seconds. If you want to use Stone Cages for its -knockback (which is key to making Storm's Tornado into a pure damage power), then you have to re-cast at least every 12 seconds. On the other hand, if you want to use Stone Cages as an Immobilize without the -knockback, then you have to wait 12 seconds before using Earthquake or other knockdown powers -- so it would be a good idea to slot for Immobilize duration since the enhancements do not affect the duration of the -knockback.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I think Local knows exactly what EQ does in all its aspects.
Having said that, on a controller superteam, I wouldn't even bother w/KD powers unless they did damage (Bonfire!), and would in fact insist on everyone spamming their proc'ed out AoE immobs as much as possible for containment and reducing KB from say Phants or Bonfire or Tornado, not to mention the decent amount of damage the immobs themselves will be doing.
Oh, -regen is nice and all, but you can only debuff it to 0. I'd toss in a /Son for Clarity, shields and the -resist (which, I know you already get plenty of w/Rad & Cold). I actually liked the one superteam I ran w/like 6 or 7 Fire/Rads and 1 or 2 Fire/Son better than the all Fire/Rad team.
An Offensive Guide to Ice Melee
Greetings all !
So with controllers getting /Cold Domination in Issue 16,a few ppl in my SG have tossed the idea around of making all new controllers. The main goal of this Superteam would be to be able to take down any and all AVs/EBs/GMs.
We're thinking about having the following:
1 Illusion/Radiation Emission
1 Stone/ Thermal
2 Illusion/Cold Domination
1 Stone/Radiation
not sure if another sgmate would want to roll a troller,and if he did,what power sets he would take. I think an Illusion/Empathy would compliment the above fairly nice.
The possibilty of having :
-1000% Regeneration from 2 Lingering Radiations
approximately -75% Defense Debuff from 2 Radiation Infections
approximately -70% To Hit Debuff from 2 Radiation Infections
-45% Resistance and -40% Damage from 2 Enervating Fields
approximately -30% Defense Debuff and -22.5% Resistance from Melt Armor
-16% Defense and -10% To Hit from Quicksand
AND,assuming slightly lower values for Cold Domination:
approximately -70% Defense and -50% Damage from 2 Infrigidates
-1000% Regeneration and -90% Damage from 2 Benumbs
-85% Defense and -50% Resistance from 2 Sleets
approximately -50% Resistance and -100% Endurance Recovery from 2 Heat Losses
Now,granted, I know that AVs/GMs have resistance to debuffs...but add up all of the above and you have a total of:
-2000% Regeneration rate
-260% Defense
-145% Resistance
-80% To Hit
-117.5% Resistance
-180% Damage
-100% Endurance Recovery
WOW.Even if the AV/GM resisted 75% of the above...you're still talking a lot of debuff potential.
Thoughts?
Also, I will prolly be the one to make the Stone/Thermal.I've never played a Stone past level 6,and had a /Thermal corruptor once but only got him to like level 8.Just taking a quick glance at it,it seems that Rocky would darn near be unkillable...even if I am solo.Has anyone made a Stone/Thermal?If so can you give me some advice on the sets?How's it play on teams?
A bunch of 50s and too many alts...
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